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Why is there no way for us to attack supply lines in eve?

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Author
Mayhaw Morgan
State War Academy
Caldari State
#201 - 2013-05-30 01:16:47 UTC
Tarsus Phage wrote:
Unless you have no qualms with tossing loaded freighters or JFs out as bait, there are better ways to get fights.


Spoken like a true carebear. Who said they had to be loaded?
Gustaf Heleneto
Deep Core Mining Inc.
Caldari State
#202 - 2013-05-30 04:10:24 UTC
Gwenywell Shumuku wrote:

CCPs motivation was to bring more ppl to 0.0. Making it easy to get stuff there should accomplish that, they thought. Well, all they got was 0.0 folk saying "oh, look, we don't need that many ppl now, lets do all the logistics with fewer ppl = more money for us".


I have read a couple pages of your arguments with Malcanis and you seem unwilling to consider his points. I think your argument is fundamentally flawed.

Essentially in your quote you are saying CCP did not accomplish their goal. Can you show us some references that back up your statement that the introduction of JF and jump-capable ships DID NOT increase population and activity in 0.0? How can you be so sure that a nerf to logistics wouldn't simply decrease population and activity in 0.0?

Also, I think you have a skewed idea of what 0.0 really is. 0.0 is not a PvP-ONLY zone! PvP is not a profitable game...some people are able to do it in the current meta, but we can't all go around and blow each other's ships up and profit from it! Nullsec is a PvP-ALLOWED zone. Meaning increasing population and activity through incentives to bear the increased risk is the best way to create more PvP opportunities for those that seek it.

Let me repeat...

Increasing population and activity through incentives to bear the increased risk is the best way to create more PvP opportunities for those that seek it.



Let's consider what we are actually transporting in these jump capable ships? I bet a large portion of it is ships/modules/ammo being imported INTO nullsec for pew-pew! Less supply in nullsec just means less PEW! So the idea of nerfing logistics to create more PvP is a self defeating argument...

"But 0.0ers can build the stuff they need!"

Not really. This might be interesting for you...Find out how many ships are destroyed in nullsec on a daily/weekly/monthly basis or whatever...Then look at the total manufacturing capabilities of nullsec and ask yourself if nullsec can be self-sustaining? It can't.

So nerfing logistics is not the key. Just because it is 'difficult' to catch a freighter/JF doesn't mean you don't have more access to PvP BECAUSE of their existence.
Mara Rinn
Cosmic Goo Convertor
#203 - 2013-05-30 05:32:05 UTC
Malcanis wrote:
Rest assured that your noble CSM representatives are currently working with CCP on how to make 0.0 manufacturing a viable option.


Have you folk had a look at my ideas for industry?

  • Turn all refineries to activity lines with finite throughput
  • Remove the bulk of NPC activity lines across the board
  • Remove mineral compression


Chitsa Jason has a link to my notes on mining (and doing it properly, which means my way, rather than arse about like in Odyssey ;)
Mayhaw Morgan
State War Academy
Caldari State
#204 - 2013-05-30 05:41:28 UTC
Gustaf Heleneto wrote:
Increasing population and activity through incentives to bear the increased risk is the best way to create more PvP opportunities for those that seek it.


Is it CCP's job to make more "PVP opportunities" for you? Or is it their job to balance their game over the broad spectrum of playstyles that occur within it or might occur within it?
Pr1ncess Alia
Doomheim
#205 - 2013-05-30 05:45:37 UTC
Gustaf Heleneto wrote:

This might be interesting for you...Find out how many ships are destroyed in nullsec on a daily/weekly/monthly basis or whatever...Then look at the total manufacturing capabilities of nullsec and ask yourself if nullsec can be self-sustaining? It can't.

So nerfing logistics is not the key. Just because it is 'difficult' to catch a freighter/JF doesn't mean you don't have more access to PvP BECAUSE of their existence.



So we can justify crap game mechanics purely on ship/module demand? Because that's all I'm hearing from this discussion.

You do see the obvious retort? If 0.0 didn't have the instant ability to restock from high sec with little to no limiting factors for volume of supplies nor risk in transit, there wouldn't be the turnover of ships going boom that there is.

...now that's no answer though. We don't want to inhibit pvp because of crap logistical gameplay either... so there is a middle ground.

There is an argument to be made for increasing manufacturing capabilities (among soooo many other support logistics) for 0.0 stations. They should be able to be self sufficient if they want to choose that option. But CCP has a track record of ignoring things like this in 0.0....

How about the argument that no one says you should be able to support a 5000 man 0.0 alliance out of just a couple stations? Where is this a written right and intended consequence? Are there not hundreds of arguments to make against eternal escalation?

IMO, it's just too easy to blink all over the universe into whatever spot you want to place either one freighter or every damned ship in an alliance.

Too easy to move assets.
Too easy to project power.

OP is 100% right, they have basically removed the ability to disrupt supply lines because the only option now is to either pray for one mistake or attack the entire infrastructure those supplies are constantly supporting.

I played this entire last decade.
I lived in multiple different regions of 0.0 before jump bridges (hell, before capital ships period).

I've watched my side's freighters burn in move ops, I've had my own assets lost simply in transit. It was a nightmare, nerve racking, unfair... IT WAS EVE ONLINE. Our enemies had the save vulnerabilities, we were all on equal footing.

We've long heard complaints about the structure grind in 0.0. About how much of a pain war itself is...
do you not think this might be because there are **** mechanics making structure grind your only option? Perhaps there should other fronts to attack on (which there are, but not enough)... another vulnerability?

I think there should be many vulnerabilities.
And I think there is no question if they went too far with the system we have today.

So, if I'm so smart and right, why haven't CCP acknowledged it and brought some much needed Achilles heels to the massive MASSIVE entities?
Ones that should otherwise either be more independent in 0.0 for supplies or at least be vulnerable somewhere in the process of them moving supplies for 1,000 armies from Jita to the edge of known space.

My guess is the obvious, that they decided that they had made their bed by putting the entire 0.0 endgame into sov and structure grind and never bothered to realize that what they made 0.0 into... the very root of the concept, was incredibly flawed and poorly implemented.

It was laziness to fix the system at hand and it was eagerness to put out new shiny ships and abilities with little regard to the impact of the game in the long run. So, ~18 months, basically.

And I say that as a person that lived it. Plenty before and plenty after.
It was better before.
It was harder and more competitive and more risky, more HTFU, just as this game is supposed to be.
Arronicus
State War Academy
Caldari State
#206 - 2013-05-30 06:41:20 UTC
Heinel Coventina wrote:
Isn't restricting ice supply a way to combat that?

Presumably, if CCP wanted to, they could continue to tweak fuel prices until jumping is no longer economical, and would be restricted to only for special circumstances.



The point where control towers become prohibitively expensive to operate comes long, long before jumping is no longer economical.
Marlona Sky
State War Academy
Caldari State
#207 - 2013-05-30 06:41:25 UTC
nerf one aspect of the game = buff another aspect of the game
Malcanis
Vanishing Point.
The Initiative.
#208 - 2013-05-30 08:14:03 UTC
Pr1ncess Alia wrote:
How about the argument that no one says you should be able to support a 5000 man 0.0 alliance out of just a couple stations? Where is this a written right and intended consequence? Are there not hundreds of arguments to make against eternal escalation?


How about linking to where anyone's asking for such a thing?

Again this comes back to just how massive the imbalance is. People simply don't want to believe it and they act as if it's the normal kind of EVE imbalance where Cruiser A has 10% more DPS than Cruiser B or something. Instead we're looking at an imbalance situation where Cruiser A has 295 DPS and Cruiser B has 10 DPS.

There are 5 systems in Caldari hi-sec that, combined, have 10% more production slots than THE WHOLE OF SOV NULL.

5 systems.

There are 28 systems in hi-sec that each have more slots than any sov region.

No one is asking to be able to make it so that a 5000 character alliance can be supported by "just a couple of systems". It sure would be nice if they could be supported by "just a couple of regions" though.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

dark heartt
#209 - 2013-05-30 08:27:38 UTC
Malcanis wrote:
Pr1ncess Alia wrote:
How about the argument that no one says you should be able to support a 5000 man 0.0 alliance out of just a couple stations? Where is this a written right and intended consequence? Are there not hundreds of arguments to make against eternal escalation?


How about linking to where anyone's asking for such a thing?

Again this comes back to just how massive the imbalance is. People simply don't want to believe it and they act as if it's the normal kind of EVE imbalance where Cruiser A has 10% more DPS than Cruiser B or something. Instead we're looking at an imbalance situation where Cruiser A has 295 DPS and Cruiser B has 10 DPS.

There are 5 systems in Caldari hi-sec that, combined, have 10% more production slots than THE WHOLE OF SOV NULL.

5 systems.

There are 28 systems in hi-sec that each have more slots than any sov region.

No one is asking to be able to make it so that a 5000 character alliance can be supported by "just a couple of systems". It sure would be nice if they could be supported by "just a couple of regions" though.


Great post, really shows just how bad null sec is for supporting war and why the game is in the high sec supplying null situation it is.
Darth Kilth
KarmaFleet
Goonswarm Federation
#210 - 2013-05-30 08:35:01 UTC
A lot of people in this topic should really read this article.
Abrazzar
Vardaugas Family
#211 - 2013-05-30 08:36:33 UTC
Look at the concept of Sovereignty and Population linked in my signature. It would allow to build a industrial complex in a deadspace are that can provide 48 manufacturing slots (if you make one line per module per upgrade). A system can support 2-5 of such complexes, depending on the planets in the system. The lines can be disable by enemies if they are not defended.

All systems can be upgraded and customized to fill a purpose and require either constant repairs or defence from attacks to maintain their upgrades instead of grinding indexes. It's created by players and destroyed by players, as one would expect from a sandbox.
Pr1ncess Alia
Doomheim
#212 - 2013-05-30 09:01:38 UTC
Malcanis wrote:

How about linking to where anyone's asking for such a thing?

Again this comes back to just how massive the imbalance is. People simply don't want to believe it and they act as if it's the normal kind of EVE imbalance where Cruiser A has 10% more DPS than Cruiser B or something. Instead we're looking at an imbalance situation where Cruiser A has 295 DPS and Cruiser B has 10 DPS.

There are 5 systems in Caldari hi-sec that, combined, have 10% more production slots than THE WHOLE OF SOV NULL.

5 systems.

There are 28 systems in hi-sec that each have more slots than any sov region.

No one is asking to be able to make it so that a 5000 character alliance can be supported by "just a couple of systems". It sure would be nice if they could be supported by "just a couple of regions" though.


It could have written that sentiment in a much better way so, not your problem that you took it the wrong way. I agree with everything you just said.

I was trying to suggest that it's just silly how these major activity hubs just hop around and all we have to do is load up the JFs and bridge everything over to the next system everyone will live out of. At some point shouldn't there be real established logistics and all the things that should go into managing a massive alliance empire?

The 'size' of any alliance space is so lol... no one uses more than a tiny part at any time. Everything gets blinked around by cyno to wherever it's needed and this isn't some failing or injustice by 0.0 organizations... it's just a crappy way the game is designed and all of it sucks.

Just think if they'd never made the cyno. At some point it would be better to fan out and try to establish your own local supply line instead of risking mega-value hauling runs to high-sec

... but as you point out that's basically impossible on any given scale on 0.0.

...And as such perhaps the 5k size alliances living out of a couple stations at a given time wouldn't be possible (to bring it back around), nor intended?

Perhaps they should be given near limitless production and research capabilities, even without nerfing jfs/bridges... but to fix the invulnerable supply line issue it will need to be a must.
And note then there is a real supply line to attack, as people might actually *gasp* be out collecting minerals and conducting industrial ops in their 0.0 space (which if you remember we also used to do, back in the day)

But there is so much about 0.0 that is crazy and CCP needs to start taking some hard looks at all of them. Their development of 0.0 from cradle to today get's a D- grade in my opinion.

The constructable-then-indestructible stations, everything about supercaps, I really shouldn't go on because I ramble Oops

Everything about 0.0 seems like arbitrary crap placed by CCP to make it into a particular gameplay (sov/structure grind),

when all they'd had to do was realize the mistake of removing the "natural" barrier of having to actually travel 90 jumps into the middle of no where to live 90 jumps into the middle of nowhere. That being, the distance itself created the game play.

When you can go from A to Z by avoiding B-Y, think of all the gameplay opportunities being missed in those inbetween systems. We used to have it, securing lines through space, attacking them... space just used to mean something it doesn't now.

In a game built on the idea of a massive universe.. a game built on 'space',
they took all the 'space' out of the space
:P
Marlona Sky
State War Academy
Caldari State
#213 - 2013-05-30 09:06:19 UTC
What I am worried about is instead of doing a ton of changes here and there as tweaks and revamps, there will be just two or three massive buffs/nerfs. Thus making the problems worse.

Example being the jump freighter. Yes, living in deep null was a major pain without the jump freighter years ago. The problem was it was a major pain when comparing it to living in low sec and high sec. So instead of increasing the difficulty of high sec logistics and decreasing the difficulty of null logistics, they gave us the jump freighter. Literally making everyone's hanger a diet Jita market at Jita prices.

And because logistics in high sec did not change one bit, it still remained king when compared to logistics of null even after the JF was introduced. So here we are, with the same bar of easy mode high sec functions. So do we keep buffing null logistics to make it more attractive? NOOOO!!!! That would not accomplish the goal at all.

But again, the issues are many and intertwined with each other. There is a lot of players who have been enjoying fine wine on a cheap beer budget. Sadly they will have tunnel vision and only care about them and not the health of the game. Just keep in mind that if a change needs to happen badly, do not be discouraged if at first it can't/shouldn't be done due to it causing other issues. It is only an issue if you do not address those at the same time, thus letting your original change/fix run wild causing more harm than good.

Is the juice worth the squeeze?
Marlona Sky
State War Academy
Caldari State
#214 - 2013-05-30 09:13:13 UTC  |  Edited by: Il Feytid
As far as freighter convoys goes, one issue is how incredibly easy it is to kill them. So how do you make them nice and beefy to allow your escort to fight off would be attackers without making them invincible in high sec?

Just have the hit points scale depending on the security status of the system. Use the current hit points to remain the same as they are if they are in a 0.5 system. If they go to higher security status systems, then the hit points decrease down accordingly. If they go into low sec and into null, the hit points scale up to match.

Just tossing that idea out there. Suicide gankers remain happy and more importantly, it removes the, "Disregard the escort, gank the freighter." mentality a bit. Stil, there is other issues that would need to be addressed, like a solid reason to escort a freighter from one part of null to the other instead of just using a JF to do everything in 100% safety.

While typing this up, I just moved billions in goods from Jita to the system I am based out of right next to null, by myself, in 100% safety, in less than 4 minutes. I did lose one cyno noob ship though. No problem really. I just docked him and presto, new ship and I already have a nice stack of cyno gens and vast amounts of liquid ozone ready to go.
pussnheels
Viziam
#215 - 2013-05-30 09:28:44 UTC
Stonecrusher Mortlock wrote:
Why is there no way for us to attack supply lines in eve?

The addition of Jump capable ships, made supplying large groups less of a chore, but had the adverse effect of making supply lines completely immune to attack in any meaningful form.

Try as you might there's no effective way to cut your opponent off.


Warp dec there haulers? - NPC Corp

Gank them? - sec status drops to quickly to be effective.

Attack them in low sec or Null? - Local Intel, Instant 100% correct, check local see person, don't undock/jump.

AFK in Local? - add new jump points, AFKer cant be in every system at one time.

As it stands now in eve your supply lines are 99% safe 99% of the time if you only take the simplest of precautions.

Baring the random tard the logistic back bone of every group in EvE is safely tucked away behind Extremely easy counters.





When i first started playing EvE i Wanted to be a pirate praying on the Haulers moving the Supply's from high sec to low and null, and the riches from null/low to high-sec. In the start it was great fun fighting the fleets guarding these haulers for the hopes of getting the sweet loot that was inside of them. We Even had deals going to actively hunt some corps supply lines for a while.

But that Play stile is long dead, and in the past years of eve.

Now i spend my time patrolling WHs for even a small reminder of the days of old.



----------------------------------

all i see is a I DEMAND easier targets post

have a look at some killboards and you see how many JF get killed ,
all you need are some brains and some good teamwork

I do not agree with what you are saying , but i will defend to the death your right to say it...... Voltaire

Capt Tenguru10
Caldari Provisions
Caldari State
#216 - 2013-05-30 10:35:55 UTC
confirming friegtor pilots are the new miners

http://i.imgur.com/EYX5Zi7.gif

Gustaf Heleneto
Deep Core Mining Inc.
Caldari State
#217 - 2013-05-30 11:28:28 UTC  |  Edited by: Gustaf Heleneto
Mayhaw Morgan wrote:
Gustaf Heleneto wrote:
Increasing population and activity through incentives to bear the increased risk is the best way to create more PvP opportunities for those that seek it.


Is it CCP's job to make more "PVP opportunities" for you? Or is it their job to balance their game over the broad spectrum of playstyles that occur within it or might occur within it?


Don't take me out of context! I never said anything about CCPs job here. My post was in response to another posters argument that removing the need to convoy goods to your home in nullsec has reduced PvP opportunity. My counter argument was that even though convoys don't happen the way they used to, the existence of jump capable ships has in fact INCREASED pvp opportunity, just changed its form a bit.

Now you bring up another issue...balance. That's an interesting word and has been used a lot of different ways around here. What does it mean, and when is it achieved? Does it mean there has to be an obvious counter for every action? Or does it mean everybody has to have the same access to all arts of the game given time and ISK? Or both? Or neither?

The way I see it is if both of those conditions are false there is true imbalance worthy of dev action. So when accessibility is limited to a few and there is no real counter then I consider it unbalanced. Take moon goo for example, the moon goo industry was dominated by large power blocs so good moons were not accessible to anybody other than another tech owning power bloc. So in that scenario we have a monopoly. Access to that kind of ISK generation is limited to a few groups and nobody except them can hope to change that because there is no real counter to an organization that large with that much access to ISK. This results in stalemates and NIPs in nullsec...nobody is happy or having fun. So CCP rebalanced by reducing the Tech bottleneck.

As far as logistics goes I do not believe it is unbalanced. Anybody can train up to a JF or rorqual and grind up to afford on just like everyone else. Additionally the jump capable ships actually INCREASE population and activity in 0.0 so they are inherently good for the game.

Sorry for any spelling errors...wrote this on my iPhone and it was a pain...
Jowen Datloran
Science and Trade Institute
Caldari State
#218 - 2013-05-30 11:34:52 UTC
Meh, if only this thread, about changes that are comming soon to Eve-O and people appear generally rather upset about, would get a fraction of the CSM attention as this one is getting, everything would be great.

I mean, nerfs to null sec logistics are not on any official CCP plan. Or maybe they are.

Mr. Science & Trade Institute, EVE Online Lorebook 

Gustaf Heleneto
Deep Core Mining Inc.
Caldari State
#219 - 2013-05-30 11:43:57 UTC
Pr1ncess Alia wrote:
Gustaf Heleneto wrote:

This might be interesting for you...Find out how many ships are destroyed in nullsec on a daily/weekly/monthly basis or whatever...Then look at the total manufacturing capabilities of nullsec and ask yourself if nullsec can be self-sustaining? It can't.

So nerfing logistics is not the key. Just because it is 'difficult' to catch a freighter/JF doesn't mean you don't have more access to PvP BECAUSE of their existence.



So we can justify crap game mechanics purely on ship/module demand? Because that's all I'm hearing from this discussion.

You do see the obvious retort? If 0.0 didn't have the instant ability to restock from high sec with little to no limiting factors for volume of supplies nor risk in transit, there wouldn't be the turnover of ships going boom that there is.

...now that's no answer though. We don't want to inhibit pvp because of crap logistical gameplay either... so there is a middle ground.

There is an argument to be made for increasing manufacturing capabilities (among soooo many other support logistics) for 0.0 stations. They should be able to be self sufficient if they want to choose that option. But CCP has a track record of ignoring things like this in 0.0....

How about the argument that no one says you should be able to support a 5000 man 0.0 alliance out of just a couple stations? Where is this a written right and intended consequence? Are there not hundreds of arguments to make against eternal escalation?

IMO, it's just too easy to blink all over the universe into whatever spot you want to place either one freighter or every damned ship in an alliance.

Too easy to move assets.
Too easy to project power.

OP is 100% right, they have basically removed the ability to disrupt supply lines because the only option now is to either pray for one mistake or attack the entire infrastructure those supplies are constantly supporting.

I played this entire last decade.
I lived in multiple different regions of 0.0 before jump bridges (hell, before capital ships period).

I've watched my side's freighters burn in move ops, I've had my own assets lost simply in transit. It was a nightmare, nerve racking, unfair... IT WAS EVE ONLINE. Our enemies had the save vulnerabilities, we were all on equal footing.

We've long heard complaints about the structure grind in 0.0. About how much of a pain war itself is...
do you not think this might be because there are **** mechanics making structure grind your only option? Perhaps there should other fronts to attack on (which there are, but not enough)... another vulnerability?

I think there should be many vulnerabilities.
And I think there is no question if they went too far with the system we have today.

So, if I'm so smart and right, why haven't CCP acknowledged it and brought some much needed Achilles heels to the massive MASSIVE entities?
Ones that should otherwise either be more independent in 0.0 for supplies or at least be vulnerable somewhere in the process of them moving supplies for 1,000 armies from Jita to the edge of known space.

My guess is the obvious, that they decided that they had made their bed by putting the entire 0.0 endgame into sov and structure grind and never bothered to realize that what they made 0.0 into... the very root of the concept, was incredibly flawed and poorly implemented.

It was laziness to fix the system at hand and it was eagerness to put out new shiny ships and abilities with little regard to the impact of the game in the long run. So, ~18 months, basically.

And I say that as a person that lived it. Plenty before and plenty after.
It was better before.
It was harder and more competitive and more risky, more HTFU, just as this game is supposed to be.


I am all for a buff to nullsec industry! I think independence from high sec is one of the major ideas behind nullsec itself, and should be achievable!

Achilles heels...yes, but it would be completely unfair to totally destroy the security and space a large coalition has worked years to build! However, moon goo rebalance was a step in the right direction to rebalance the vice grip that certain coalitions have on nullsec at the moment!
Adeh Gamalar
State Protectorate
Caldari State
#220 - 2013-05-30 11:50:36 UTC
Gustaf Heleneto wrote:

"But 0.0ers can build the stuff they need!"

Not really. This might be interesting for you...Find out how many ships are destroyed in nullsec on a daily/weekly/monthly basis or whatever...Then look at the total manufacturing capabilities of nullsec and ask yourself if nullsec can be self-sustaining? It can't.



I hear this a lot but the conversation always seems to be about outpost build slots. A single large tower can spit out a huge number of ships every week and there are lots of moons in null. Why not just manufacture at a POS?